[1963] | 1 | /* |
---|
| 2 | Bullet Continuous Collision Detection and Physics Library |
---|
[8351] | 3 | Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org |
---|
[1963] | 4 | |
---|
| 5 | This software is provided 'as-is', without any express or implied warranty. |
---|
| 6 | In no event will the authors be held liable for any damages arising from the use of this software. |
---|
| 7 | Permission is granted to anyone to use this software for any purpose, |
---|
| 8 | including commercial applications, and to alter it and redistribute it freely, |
---|
| 9 | subject to the following restrictions: |
---|
| 10 | |
---|
| 11 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. |
---|
| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
---|
| 13 | 3. This notice may not be removed or altered from any source distribution. |
---|
| 14 | */ |
---|
| 15 | |
---|
[8393] | 16 | #ifndef BT_TRIANGLE_MESH_H |
---|
| 17 | #define BT_TRIANGLE_MESH_H |
---|
[1963] | 18 | |
---|
| 19 | #include "btTriangleIndexVertexArray.h" |
---|
| 20 | #include "LinearMath/btVector3.h" |
---|
| 21 | #include "LinearMath/btAlignedObjectArray.h" |
---|
| 22 | |
---|
| 23 | ///The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray, that provides storage for a concave triangle mesh. It can be used as data for the btBvhTriangleMeshShape. |
---|
| 24 | ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. |
---|
| 25 | ///If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface. |
---|
| 26 | ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. |
---|
| 27 | class btTriangleMesh : public btTriangleIndexVertexArray |
---|
| 28 | { |
---|
| 29 | btAlignedObjectArray<btVector3> m_4componentVertices; |
---|
| 30 | btAlignedObjectArray<float> m_3componentVertices; |
---|
| 31 | |
---|
| 32 | btAlignedObjectArray<unsigned int> m_32bitIndices; |
---|
| 33 | btAlignedObjectArray<unsigned short int> m_16bitIndices; |
---|
| 34 | bool m_use32bitIndices; |
---|
| 35 | bool m_use4componentVertices; |
---|
| 36 | |
---|
| 37 | |
---|
| 38 | public: |
---|
| 39 | btScalar m_weldingThreshold; |
---|
| 40 | |
---|
| 41 | btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); |
---|
| 42 | |
---|
| 43 | bool getUse32bitIndices() const |
---|
| 44 | { |
---|
| 45 | return m_use32bitIndices; |
---|
| 46 | } |
---|
| 47 | |
---|
| 48 | bool getUse4componentVertices() const |
---|
| 49 | { |
---|
| 50 | return m_use4componentVertices; |
---|
| 51 | } |
---|
[2430] | 52 | ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes. |
---|
| 53 | ///In general it is better to directly use btTriangleIndexVertexArray instead. |
---|
| 54 | void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false); |
---|
[1963] | 55 | |
---|
| 56 | int getNumTriangles() const; |
---|
| 57 | |
---|
| 58 | virtual void preallocateVertices(int numverts){(void) numverts;} |
---|
| 59 | virtual void preallocateIndices(int numindices){(void) numindices;} |
---|
| 60 | |
---|
[8351] | 61 | ///findOrAddVertex is an internal method, use addTriangle instead |
---|
| 62 | int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); |
---|
| 63 | ///addIndex is an internal method, use addTriangle instead |
---|
| 64 | void addIndex(int index); |
---|
[1963] | 65 | |
---|
| 66 | }; |
---|
| 67 | |
---|
[8393] | 68 | #endif //BT_TRIANGLE_MESH_H |
---|
[1963] | 69 | |
---|